// // EntityMotionState.h // libraries/entities/src // // Created by Andrew Meadows on 2014.11.06 // Copyright 2013 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #ifndef hifi_EntityMotionState_h #define hifi_EntityMotionState_h #include #include "ObjectMotionState.h" class EntityItem; // From the MotionState's perspective: // Inside = physics simulation // Outside = external agents (scripts, user interaction, other simulations) class EntityMotionState : public ObjectMotionState { public: EntityMotionState(btCollisionShape* shape, EntityItemPointer item); virtual ~EntityMotionState(); void updateServerPhysicsVariables(); virtual bool handleEasyChanges(uint32_t flags, PhysicsEngine* engine); virtual bool handleHardAndEasyChanges(uint32_t flags, PhysicsEngine* engine); /// \return MOTION_TYPE_DYNAMIC or MOTION_TYPE_STATIC based on params set in EntityItem virtual MotionType computeObjectMotionType() const; virtual bool isMoving() const; // this relays incoming position/rotation to the RigidBody virtual void getWorldTransform(btTransform& worldTrans) const; // this relays outgoing position/rotation to the EntityItem virtual void setWorldTransform(const btTransform& worldTrans); bool isCandidateForOwnership(const QUuid& sessionID) const; bool remoteSimulationOutOfSync(uint32_t simulationStep); bool shouldSendUpdate(uint32_t simulationStep, const QUuid& sessionID); void sendUpdate(OctreeEditPacketSender* packetSender, const QUuid& sessionID, uint32_t step); virtual uint32_t getIncomingDirtyFlags(); virtual void clearIncomingDirtyFlags(); void incrementAccelerationNearlyGravityCount() { _accelerationNearlyGravityCount++; } void resetAccelerationNearlyGravityCount() { _accelerationNearlyGravityCount = 0; } quint8 getAccelerationNearlyGravityCount() { return _accelerationNearlyGravityCount; } virtual float getObjectRestitution() const { return _entity->getRestitution(); } virtual float getObjectFriction() const { return _entity->getFriction(); } virtual float getObjectLinearDamping() const { return _entity->getDamping(); } virtual float getObjectAngularDamping() const { return _entity->getAngularDamping(); } virtual glm::vec3 getObjectPosition() const { return _entity->getPosition() - ObjectMotionState::getWorldOffset(); } virtual glm::quat getObjectRotation() const { return _entity->getRotation(); } virtual glm::vec3 getObjectLinearVelocity() const { return _entity->getVelocity(); } virtual glm::vec3 getObjectAngularVelocity() const { return _entity->getAngularVelocity(); } virtual glm::vec3 getObjectGravity() const { return _entity->getGravity(); } virtual glm::vec3 getObjectLinearVelocityChange() const; virtual const QUuid& getObjectID() const { return _entity->getID(); } virtual quint8 getSimulationPriority() const; virtual QUuid getSimulatorID() const; virtual void bump(quint8 priority); EntityItemPointer getEntity() const { return _entity; } void resetMeasuredBodyAcceleration(); void measureBodyAcceleration(); virtual QString getName(); virtual int16_t computeCollisionGroup(); // eternal logic can suggest a simuator priority bid for the next outgoing update void setOutgoingPriority(quint8 priority); friend class PhysicalEntitySimulation; protected: #ifdef WANT_DEBUG_ENTITY_TREE_LOCKS bool entityTreeIsLocked() const; #endif virtual bool isReadyToComputeShape(); virtual btCollisionShape* computeNewShape(); virtual void clearObjectBackPointer(); virtual void setMotionType(MotionType motionType); EntityItemPointer _entity; bool _sentInactive; // true if body was inactive when we sent last update // these are for the prediction of the remote server's simple extrapolation uint32_t _lastStep; // last step of server extrapolation glm::vec3 _serverPosition; // in simulation-frame (not world-frame) glm::quat _serverRotation; glm::vec3 _serverVelocity; glm::vec3 _serverAngularVelocity; // radians per second glm::vec3 _serverGravity; glm::vec3 _serverAcceleration; QByteArray _serverActionData; uint32_t _lastMeasureStep; glm::vec3 _lastVelocity; glm::vec3 _measuredAcceleration; float _measuredDeltaTime; quint8 _accelerationNearlyGravityCount; quint64 _nextOwnershipBid = NO_PRORITY; uint32_t _loopsWithoutOwner; quint8 _outgoingPriority = NO_PRORITY; }; #endif // hifi_EntityMotionState_h